[RELZ]MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Fri May 27, 2011 6:17 pm

Depends on what faction the mimic was put into once again, I have not looked at mimic mod at all, So I do not know..But will take a look..
Looks like the mimics are only in their own unique faction, and it doesn't appear to have any relationships set except to itself and one unique NPC.
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Pete Schmitzer
 
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Post » Fri May 27, 2011 8:14 am

I don't *think* I have any that alter guard behavior,


Nothing stand out in load order that alter guards other than MMM of Course, If you repeat the quest, and perhaps try to duplicate it once again..of course it will most likely not be a dwemer gem scavenger that spawn, it could be something else...just keep me posted if you guards keep on behaving like this.

Looks like the mimics are only in their own unique faction, and it doesn't appear to have any relationships set except to itself and one unique NPC.


Well in those cases where mods adds creatures that are in own faction, it comes down to creature behavior, but, I will take a look at the Mimic..

Simple fix would be load up mmm.esm and mimic.esp and add the zmmmspecialfaction to mimic..for mmm faction compatiblity. Sure that, Alawys Z will not mind..can be added to MMM Optionial Downloads thread... :poke:

=======

The Team is currently testing a new Diverse Waterlife and so far it look's very promising so far, new optimized script's even more fps saved, has we have removed the part that was affecting all npc when fishes where spawned around them..

=====

? For Everyone..I asked the team about these and they liked these changes so I am going to ask everyone here has well..

Item and Loot Changes for MMM Adventurers Mages, Sorcerers, Conjurer's..

This is my propsal for Some Changes to Inventory Item themselves for Many of MMM Npcs, So that there is more flavor and more true to their Class has well.

And Also to Allow Mods that change Item Leveledlist aka in particular Clothing ( Robes aka Slof Robe's and Mage Equipment and future Arma/Artifacts update has well to work better with MMM. )

For Instance We have, I am going to focus on Adventurer Class Npcs that needs the most fixes..In both MMM.esm and AENV.esp has well..

Adventurer Mages, Conjurer, Sorcerers - These Npcs have nothing that make them look like a mage would be, expect their spells of course after you find one. They wear light armor instead and use weapon's,

We can swap out the Armor/Weapons - for Leveled list Robes and Leveledlist Staffs and Dagger..<- Sure the Robes will make them weaker, but, we will add boots and gauntlets to them for some armor protection.

On the robes we have Lower, Middle, UpperClass Vanilla Leveledlist that can be used. So one for each type of Class listed above. Those list are LLONpcClothingRobeLower, Middle, Upper.

For Staff they will have 25% chance to carry them, (will use vanilla leveledlist for so that Frans, OOO, Arma, staff will show up)..

Those are plans in making everyone. And well this is big overhaul itself so do not expect it anytime soon


Corepc
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sam westover
 
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Post » Fri May 27, 2011 7:26 pm

Hi Corepc

2 questions

Firstly, any luck in playing around with my save file that I uploaded last week? If you can't fix it, that's ok. I'm guessing you probably have lot of things on managing MMM questions! I can still play if I start a new game, so it's not the end of the world.

Secondly, I've been trying to play around with re-loading mods to see if I can fix this. I've been using TheNiceOne's omod installer (version1.6, I dowloaded the arrow fix seperately and put it all together) and there's a option at the end of the install which asks if I want to rename a file to MMMforOOO.bsa or use a dummy MMM.bsa. I picked the one that says MMMforOOO.bsa. Was that a smart move? I have no idea what this does so I just guessed :)

Thanks for the help so far!
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Neko Jenny
 
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Post » Fri May 27, 2011 3:18 am

Any chance of postig the new diverse waterlife in the mean time? I really liked that and would love to have the new version to "test" as well...
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Lily
 
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Post » Fri May 27, 2011 9:17 am

? For Everyone..I asked the team about these and they liked these changes so I am going to ask everyone here has well..

Does anyone know if any of the Armored Robes mods add those robes to particular leveled lists? It would be nice if those had a chance of showing up on these characters as well?

That's an aside, though. More to the point I am in favour of anything that helps differentiate the NPCs more.

Are you planning on adding or changing buffs of any kind to them?
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James Smart
 
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Post » Fri May 27, 2011 10:44 am

I've looked through this and several other threads/readmes but couldn't find an answer. Sorry if I missed it somewhere obvious. Does anyone know the answer to either of these questions -

1) Where should "Mart's Monster Mod - Shivering Isles.esp" load? Early in the list of MMM options or late? Maybe it doesn't matter as long as it loads after MMMforOOO..

2) Does "Mart's Monster Mod - Gems & Gem Dust.esp" work with OOO? I've seen conflicting information. BOSS says it's not compatible but I couldn't find anything in the MMM Readme that states it's not compatible. Starting up a new game and I don't want to load it if it's going to break something.

I'm using OOO 1.34 but not FCOM.

Thanks.
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kennedy
 
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Post » Fri May 27, 2011 11:36 am

Hi Corepc

2 questions

Firstly, any luck in playing around with my save file that I uploaded last week? If you can't fix it, that's ok. I'm guessing you probably have lot of things on managing MMM questions! I can still play if I start a new game, so it's not the end of the world.

I picked the one that says MMMforOOO.bsa. Was that a smart move? I have no idea what this does so I just guessed :)

Thanks for the help so far!


That Save, Use bash, remove bloat, and it will load fine without MMM.esm and MMM plugin disabled. You only end up losing what MMM added, with your save, load up that save, tell it yes to error message, about missing lalala ..save and exit, restart save and exit once more, then renable MMM and MMM plugin inlcuding H&C and it should work fine..

Has for the problem still trying to figure it out since we changed something around like tools it could have been related to that..

Yes, has bsa will load the best if you choose the bsa rename option with MMM Omod Installer ..aka you bsa should be named MartsMonsterModforOOO.bsa.


Any chance of postig the new diverse waterlife in the mean time? I really liked that and would love to have the new version to "test" as well...


I may post it tonight, I am still testing it out. Fish are really not that active like they in everyone current version..In the version that we are testing. We had to remove the feature that let them swim everywhere including on land, since it was affecting npc has well when fish spawned around them..and making npc avoid pathgrid etc..see first of thread..

Does anyone know if any of the Armored Robes mods add those robes to particular leveled lists? It would be nice if those had a chance of showing up on these characters as well?

Are you planning on adding or changing buffs of any kind to them?


Mage Equipment 2.1 add to leveledlist..Armored and Non Armored. I know for sure off top of head, has I use that, doh... -

I think all the other ones that Add Armored Robes to game , do not add them to leveledlist like usual..let me find some more..

We may add a shield buff is neccessary..like 5 point is all..

1) Where should "Mart's Monster Mod - Shivering Isles.esp" load? Early in the list of MMM options or late? Maybe it doesn't matter as long as it loads after MMMforOOO..

2) Does "Mart's Monster Mod - Gems & Gem Dust.esp" work with OOO? I've seen conflicting information. BOSS says it's not compatible but I couldn't find anything in the MMM Readme that states it's not compatible. Starting up a new game and I don't want to load it if it's going to break something.

I'm using OOO 1.34 but not FCOM.

Thanks.


1. You should use BOSS to sort your load order, else it should go down low to avoid compatiblity problem with any other mod that you hace the could be affecting si creatures or npcs.

2. Gems & Gems Dust with OOO? OOO already includes it own Geomancy Features so that is why is not used. It also can cause corrupt save's has well when used with OOO, but, very few have this happen to them. There is a obse version somewhere that is much more compatible if you want MMM Gems and Gems and use with OOO has well..
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Lisa Robb
 
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Post » Fri May 27, 2011 2:58 pm

At level 31 I got my first encounter with Lesser Balrogs (after MMM 3.7 b3 PR upgrad and four or five past levels). They were two in The Jarall Mountains in the road from east to Azura Shrine ... What I can say? EXTREMELY HARD to fight, one of them killed an Ogre Champion and a snow bear in less few minutes.
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Cool Man Sam
 
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Post » Fri May 27, 2011 10:01 am

Hi, is the default MMM spawn only for hard melee class? I am a level 21 battle mage and I get destroyed everytime I enter an oblivion gate. I always encounter 3 or more lesser balrogs, the slime with a cheap shot knock down and armies of daedroth and clannfear that is like 5 times bigger than me.

I can kill 3 or 4 at a time but they are like 15+ charging at me and i am forced to run outside. Running to the next room with mobs chasing me crashes my game, i need to kill them all before i can proceed, any ideas why this is happening? I have no choice but to use tgm.

I am using a 30+ dr light armor, spells that reduce normal attacks and amulet and rings that reduces magic and physical damage.

Any tips? I am running MMM and frans then midas and supreme magicka. I was wondering if this is because of my race.
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Taylor Bakos
 
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Post » Fri May 27, 2011 8:15 am

Hi, is the default MMM spawn only for hard melee class? I am a level 21 battle mage and I get destroyed everytime I enter an oblivion gate. I always encounter 3 or more lesser balrogs, the slime with a cheap shot knock down and armies of daedroth and clannfear that is like 5 times bigger than me.

I can kill 3 or 4 at a time but they are like 15+ charging at me and i am forced to run outside. Running to the next room with mobs chasing me crashes my game, i need to kill them all before i can proceed, any ideas why this is happening? I have no choice but to use tgm.

Any tips? I am running MMM and frans then midas and supreme magicka. I was wondering if this is because of my race.


1) You are using MMMforFrans which is Frans hardcoe Mode. Going to be hard and challenging..

2) Mass Numbers in MMM that is normal and Massive Creatures twice your size that is normal has well.

3) To reduce Mass Numbers use one of Spawn Rate Reducers plugin,

4) Load save before you entered into oblivion gate, maybe your luck will change

5) Use Companion and Pet to lure them away, is a good tatic, then go high where they can't reach you and attack with midas spells..
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Tiffany Holmes
 
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Post » Fri May 27, 2011 6:57 pm

Hi, is the default MMM spawn only for hard melee class?

No definitely not, but it is and should be challenging.
Try and be a little more cautious with your approach? Try to split your opponents up so you're only having to deal with a few at a time. Try and invest in spells(I'm sure with SM they are available) that will allow you to deal damage to groups at once, LAME has lovely nova spells, for example. Get some summons to distract a couple of foes at a time. With mage characters, area effect can be your friend, don't just hit one opponent hard, hit *every* opponent hard.

Take it slow and cautious, don't rush into combat.

And yes, balrogs are tough.

Vac
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 11:30 am

Thank you Corepc and Vacuity for answering.

So frans is making my game hard huh, anyway ill find an aoe spell and try my luck. If everything fails i will just lower the spawn.

Any ideas on why my game crashes when i go to another room when loads of enemies are following me?
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Abel Vazquez
 
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Post » Fri May 27, 2011 4:20 am

Any ideas on why my game crashes when i go to another room when loads of enemies are following me?


Using Bash? did you rebuild your bash patch after adding any new mods..

Post your load order so that we can see what mods you are using..

Harvest Flora should be Version 3.0.1 if using that

Does it happen with a different character

Frans BSA and MMM BSA getting loaded correctly..
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Sam Parker
 
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Post » Fri May 27, 2011 11:44 am

Thank you Corepc and Vacuity for answering.

So frans is making my game hard huh, anyway ill find an aoe spell and try my luck. If everything fails i will just lower the spawn.

Any ideas on why my game crashes when i go to another room when loads of enemies are following me?

Well, cell transitions are a favourite point for the game engine to produce a nice, lovely error, so extra load of NPCs trying to follow you might be causing your system to generate even more errors. Corepc may know more than I do though.

Midas is chock full of awesome, amazing and rather overpowered spells, so if you're struggling to deal with stuff, it's *definitely* a good choice for acquiring spells powerful enough for your needs.

Vac
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Hussnein Amin
 
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Post » Fri May 27, 2011 4:32 am

Oblivion.esmBeautiful People 2ch-Ed.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmMart's Monster Mod.esmCM Partners.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espLoadingScreens.espBetter Bell Sounds.espWindowLightingSystem.espChaseCameraMod.espP1DseeYouSleep.espP1DlookHereYou.espQuick Wardrobe.espSpell Delete And Item Remove.espHotkeyCasting.espDLCHorseArmor.espDLCOrrery.espDLCVileLair.espP1DseeYouSleep - DLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espDLCThievesDen.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espCobl Glue.espCobl Si.espLoth's Blunt Weapons.espLoth's Blunt Weapons for Npcs.espMart's Monster Mod for Fran.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Fran's leveled quests.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Diverse WaterLife.espMMM-Cobl.espDLCBattlehornCastle.espDLCFrostcrag.espKnights.espAuto Potion.espDS Portable Sorters.espScouter.espNoBackwardsRunning.espRealisticForceMedium.espIs It Safe.espSupremeMagicka.espSM_ShiveringIsles.espMidasSpells.espResetEmotionAfterCombat.espDenock Arrows.espkuerteeAttributeAndSkillBasedDamageModifiers.espRealisticLeveling.espsixyWitchPoses.espCM Partners.espCM Partners NPC.espCM Partners Extra NPCs.espqazFingerSnap.espCobl Silent Equip Misc.espAutoEquip.espBashed Patch, 0.espStreamline 3.1.espArena Ring.espmrSiikas_BetterPorts_Seagulls.espRLTimer.espEnchantmentRemoval.esp


Here is my load order. Everything below bashed patch are clothing and house mods so i removed them.
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Andy durkan
 
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Post » Fri May 27, 2011 4:19 pm

Well, cell transitions are a favourite point for the game engine to produce a nice, lovely error, so extra load of NPCs trying to follow you might be causing your system to generate even more errors. Corepc may know more than I do though.

Midas is chock full of awesome, amazing and rather overpowered spells, so if you're struggling to deal with stuff, it's *definitely* a good choice for acquiring spells powerful enough for your needs.

Vac


I think this maybe the answer?

Oh is Martigen Corepc?
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Logan Greenwood
 
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Post » Fri May 27, 2011 5:46 pm

Canvas-

no CorePC is CorePC

and Martigen is http://www.gamesas.com/bgsforums/index.php?showtopic=1053764:
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anna ley
 
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Post » Fri May 27, 2011 7:06 am

quick small note, not quite a typo, but yesterday I ran across a 'wild dun gelding.'

As gelding is a term for a castrated horse, I would think there shouldn't really be any running wild.
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J.P loves
 
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Post » Fri May 27, 2011 6:22 am

Loth's Blunt Weapons.espKnights.esp


Here is my load order. Everything below bashed patch are clothing and house mods so i removed them.


All mods that are listed below bash patch should load before it..unless noted ..

Remove loth bluntweapons.esp since you are using the Npc version..

Where is MMM Knights Patch you need that in order to maintain Compatiblity..

And once again do you have another character that you can test it out to see if you have same problem or not..


quick small note, not quite a typo, but yesterday I ran across a 'wild dun gelding.'

As gelding is a term for a castrated horse, I would think there shouldn't really be any running wild.


no one has complained about them being name gelding. So until there are further complaints about their name it will remain like this and they will remain wild has we will not change that at all..Despite what the word gelding means after all..
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Amysaurusrex
 
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Post » Fri May 27, 2011 11:13 am

no one has complained about them being name gelding. So until there are further complaints about their name it will remain like this and they will remain wild has we will not change that at all..Despite what the word gelding means after all..

I'll also add that the name gelding came from Alienslof's original hard work and I didn't think we wanted to change it over humanistic discipline. ;)
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Stephanie Valentine
 
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Post » Fri May 27, 2011 5:30 pm

Hi Corepc,

I've tried everything in terms of follwing your instructions and I've even tried to remove bloat after the new save and any other but still no luck. However, I dug up an earlier save which works perfectly with the correct mod list. It's a save I created ages ago just before upgrading from MMM 3.7b1 to b2 so that may have something to do with it :)

As for trying to to track down what was wrong, I wouldn't bother. I have a feeling it was my save having a stuffed up order when I updated so I don't think there's anything wrong with the mods themselves. Thanks for all the effort!
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 5:19 am

=====

? For Everyone..I asked the team about these and they liked these changes so I am going to ask everyone here has well..



Corepc



Yes i was noticing this myself the other night when playing MMMforOOO that the mages just didnt feel right in dress compared to the fantastic intricately detailed mage robes and attire of AlienSlofs work which so perfectly exemplify their need for spectacular grand standing adorned in the finest flashiest wizardly garb with plenty of intellectual higher then thou ego thrown in the mix :D

So it would be cool to see them get..the treatment. Perhaps their attire could be a reflection of their personality so a solitary serious mage type might be adorned in solid colors and acttack with less movement due to a confident nature of killing with fewer magical acttacks. While a younger less confident mage or witch might wear more flashy revealing garments to distract aswell as boost their own confidence by being more "stylish".
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Rachel Tyson
 
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Post » Fri May 27, 2011 4:07 am

I dont no if this has been reported yet or not but the Mart's Monster Mod - No Uberhulks.esp is not working http://screenshot.xfire.com/screenshot/natural/cc0ae6616209f743685cd6d1f84eadbf42545543.png here is my LO

00 Oblivion.esm
01 underdark.esm
02 All Natural Base.esm [Version 0.9.7]
03 Francesco's Leveled Creatures-Items Mod.esm
04 Francesco's Optional New Items Add-On.esm
05 Cobl Main.esm [Version 1.72]
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
07 Mart's Monster Mod.esm [Version 3.7b3p3]
08 FCOM_Convergence.esm [Version 0.9.9MB3]
09 Armamentarium.esm [Version 1.3]
0A Artifacts.esm
0B CM Partners.esm
0C HorseCombatMaster.esm
0D TRoN.esp
0E Unofficial Oblivion Patch.esp [Version 3.2.0]
0F UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
10 Oblivion Citadel Door Fix.esp
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
13 SM Plugin Refurbish - SI.esp [Version 1.05]
14 Francesco's Optional Chance of Stronger Bosses.esp
15 Francesco's Optional Chance of Stronger Enemies.esp
16 Francesco's Optional Chance of More Enemies.esp
17 Francesco's Optional Leveled Quests-SI only.esp
18 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
19 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1A Fran Armor Add-on.esp
1B Fran_Lv30Item_Maltz.esp
1C Natural_Habitat_by_Max_Tael.esp
1D All Natural - Real Lights.esp [Version 0.9.7]
1E All Natural.esp [Version 0.9.7]
1F All Natural - SI.esp [Version 0.9.7]
20 Enhanced Water v2.0 HD.esp
++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
++ Symphony of Violence.esp
21 AmbientTownSounds.esp
22 MIS Low Wind.esp
23 MIS New Sounds Optional Part.esp
24 PowerAttack Voicemod - The Shivering Isles.esp
25 Ayleid Loot EXtension.esp
++ Item interchange - Extraction.esp [Version 0.76]
26 KF Chapel Shop.esp
27 Lock Bash Omega.esp [Version 1.3]
28 BetterMusicSystem.esp
29 Shield on Back 3.1.esp
2A DLCOrrery.esp
2B DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
2C SM Plugin Refurbish - Orrery.esp [Version 1.03]
2D DLCVileLair.esp
2E DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
++ SM Plugin Refurbish - VileLair.esp [Version 1.03]
2F DLCMehrunesRazor.esp
30 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
++ SM Plugin Refurbish - MehrunesRazor.esp [Version 1.03]
31 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
32 Adonnays Classical Weaponry.esp
33 Elegant Vests.esp
34 tda_Armoury.esp
35 XiaNewAmuletsV1.esp
36 DLCThievesDen.esp
37 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
38 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
39 SM Plugin Refurbish - ThievesDen.esp [Version 1.05]
3A KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
3B Cobl Glue.esp [Version 1.72]
3C Cobl Si.esp [Version 1.63]
3D OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
3E Bob's Armory Oblivion.esp
3F FCOM_BobsArmory.esp [Version 0.9.9]
40 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
41 Oblivion WarCry EV.esp
42 FCOM_WarCry.esp [Version 0.9.9MB3]
43 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Water_Weeds.esp [Version 1.32.Final]
++ ArmamentariumLLVendors.esp
++ ArmamentariumLLMagic.esp [Version 1.3]
44 ArmamentariumArtifacts.esp [Version 1.3]
45 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
46 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
47 FCOM_RealSwords.esp [Version 0.9.9]
48 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
++ FCOM_SpawnRatesReduced.esp [Version 0.9.9Mb3]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
49 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
4A Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Uberhulks.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]
4B Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
4C Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
4D Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
4E Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ FCOM_Archery.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLLMagicOOO.esp [Version 1.3]
4F SSEE-OOO.esp
50 Shield on Back Plugin - OOO.esp
++ MMM-Cobl.esp [Version 1.69]
51 Castle Ravenpride.esp [Version 1.01]
52 Ivellon.esp [Version 1.8]
53 Artifacts.esp
54 AyleidArrows.esp [Version 1.8]
55 Demonhunter.esp
56 GB_Oblivion Tournament.esp
57 GTAesgaard.esp
58 HeartOftheDead.esp [Version 6.0.1]
59 LostSwordOfTheAylied.esp
5A LostSwordOfTheAylied - Claymore Add-On.esp
5B LostSwordOfTheAylied - OBSE Add-On.esp
5C M.O.E. - The Black Sacrament - Night Mother's Ritual.esp [Version 2]
5D The Ayleid Steps.esp [Version 2.6]
++ All Natural - Real Lights - The Ayleid Steps Patch.esp [Version 1.0]
5E VaultsofCyrodiil.esp
5F DLCFrostcrag.esp
60 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
++ SM Plugin Refurbish - FrostCrag.esp [Version 1.03]
61 Knights.esp
62 Knights - Unofficial Patch.esp [Version 1.0.9]
++ SM Plugin Refurbish - Knights.esp [Version 1.03]
63 The Lost Spires.esp
64 Blood&Mud.esp
65 FCOM_Blood&Mud.esp [Version 0.9.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
66 mythsandlegends.esp
67 Castle_Seaview.esp
68 bartholm.esp
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
69 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6A Better Dark Brotherhood Sanctuary.esp
++ ScriptIcon_Replacer.esp
6B SkycaptainsBloodTime.esp
6C Quest Award Leveling SI.esp
6D Quest Award Leveller.esp [Version 2.0.1]
6E Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
6F MidasSpells.esp
70 EnchantmentRestore.esp
++ EnchantmentRestore_Wells.esp
71 attack and hide easier v2.1.esp
72 sycHearNoEvil.esp [Version 1.0]
73 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
74 DeadlyReflex 5 - Combat Moves.esp
++ Conrans Level Rates modified-3x.esp
75 SaveSkillTrainingForLater.esp
76 Mayu's Animation Overhaul.esp
77 DMC Stylish - Specialanims.esp
78 Let There Be Darkness - Knights.esp
79 Let There Be Darkness - Shivering Isles.esp
7A Let There Be Darkness - Mehrunes Razor.esp
++ Item interchange - Placement.esp [Version 0.76]
++ M.O.E. - Better Icon for Script Effects.esp [Version 1]
7B bgBalancingEVCore.esp [Version 10.5EV-D]
7C bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
7D bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
7E bgMagicEVPaperChase.esp [Version 1.68EV]
7F bgMagicAlchemy.esp [Version 1.57]
80 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
** bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
++ No Vampire Feeding Message Box.esp
81 bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
82 BubbleFx.esp
83 MotionBlur.esp
84 omg-waterrefraction-obse.esp
++ Real Lava 1.3.esp
++ bgMagicEVNoSummonGlow.esp [Version 1.62EV]
** All Natural - Indoor Weather Filter For Mods.esp
85 Bashed Patch, 0.esp
86 Streamline 3.1.esp
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri May 27, 2011 7:38 pm

I dont no if this has been reported yet or not but the Mart's Monster Mod - No Uberhulks.esp is not working
snip

Sounds like you may not be running the UFCOM update. Please see http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1054070&view=findpost&p=15292777
Corepc updated FCOM components including No Uberhulks. Make certain you are using this.
Excerpt:
*The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Fri May 27, 2011 12:22 pm

I dont no if this has been reported yet or not but the Mart's Monster Mod - No Uberhulks.esp is not working http://screenshot.xfire.com/screenshot/natural/cc0ae6616209f743685cd6d1f84eadbf42545543.png here is my LO



Thats right its not..MU HAR! HAR HAR! :evil:

Oh and Happy Thanksgiving if the Uberhulks dont get you first :P
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

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